For everyone who does not have the game yet. https://wiki.beamng.com/Techdemo Limitations: one vehicle only, one terrain, no mods. Have fun
How recent a build is this? Is it just 0.3.7.5 with the other content disabled? Either way, nice to see it being updated, it's probably pretty important to some that it gives off a good first impression.
I'm going to see if I can get this to work via Wine on Mac later on... Will update w/ (probably) failed progress...
It´s al really nice looking thing but... I found a bug, look at the hubcab.. I dont think this is normal :/
Okay , this opinion may seem weird , but i think the hirochi sunburst is the most realistically deforming vehicle in the Game , so why not make the sunburst the default car in Techdemo ? I know it's a little too much for non-paying users , but isn't the techdemo supposed to show the realistic physics of this game . It's just my opinion and i respect your opinions . Hope you like my idea ! Specifix details : vehicle : Hirochi Sunburst Stock (manual) - - - Updated - - - yeah , i know that bug . It's really annoying . It's like you try to make a covet dented , and stuff like that , and the hubcaps just pop like that .
I think so too. The Hirochi is my favorite car in the hole game ^^ Why not putting it with the covet in the techdemo ??
not trying to be cheeky but you should make it so that the vehicles are like real beamng but you can't drive any vehicles stops collisions! - no engine New idea: full game no mods but for say 5 minutes or 1 minute then it quits? i think the first idea is good as you can test how your pc can do lots of vehicles
In my opinion having the Sunburst in the tech demo wouldn't be wise at this stage. As for more than one vehicle in the demo, probably also not a good idea at this point considering the early state of the game and the expectations people would have with two vehicles. I surmise people only need one example of what is going on to get excited and buy into the full Alpha.
Honestly, having a car most people would be familliar with is the ideal way to do it. And a mid 90's japanease hatchback seems about right.
Small Update... I have successfully got the BeamNG.Drive Tech Demo to run in OSX under a WineSkin Wrapper. Can post a video on how to install or put a .zip of the OSX file here... Minor bug... PostFX settings do not save, similar issue to paid (experimental) copy.
I much prefer the pickup in the first version. It can do more and take a lot more damage. I've just found the vertical cavern and reached the bottom.33
Found this bug for the near textures game-settings.cs Code: $pref::Camera::distanceScale = "1"; $pref::ChatHudLength = 1; $pref::decalMgr::enabled = "1"; $pref::DecalRoad::defaultDistanceFade = "300 50"; $pref::Decals::enabled = "1"; $pref::Decals::lifeTimeScale = "1"; $pref::Directories::Terrain = "levels/"; $pref::enableBadWordFilter = "1"; $pref::enablePostEffects = "1"; $pref::GroundCover::densityScale = "1"; $pref::hasClientTicked = "1"; $pref::hasServerTicked = "0"; $pref::HudMessageLogSize = 40; $pref::imposter::canShadow = "1"; $pref::Input::KeyboardEnabled = 1; $pref::Input::KeyboardTurnSpeed = 0.1; $pref::Input::LinkMouseSensitivity = 1; $pref::Input::MouseEnabled = 1; $pref::lightManager = "Advanced Lighting"; $pref::Master0 = ""; $Pref::MaterialSelector::CurrentFilter = ""; $Pref::MaterialSelector::CurrentStaticFilter = "MaterialFilterAllArray"; $Pref::MaterialSelector::ThumbnailCountIndex = 5; $pref::Net::LagThreshold = "400"; $pref::Net::PacketRateToClient = "10"; $pref::Net::PacketRateToServer = "32"; $pref::Net::PacketSize = "200"; $pref::Net::Port = 28000; $pref::Physics::threadCount = "2"; $pref::PhysicsDebris::lifetimeScale = "1"; $pref::Player::defaultFov = 65; $pref::Player::Name = "Visitor"; $pref::Player::zoomSpeed = 0; $pref::PostEffect::PreferedHDRFormat = "GFXFormatR8G8B8A8"; $pref::ProjectedShadow::fadeEndPixelSize = "35"; $pref::ProjectedShadow::fadeStartPixelSize = "200"; $pref::PSSM::detailAdjustScale = "0.85"; $pref::PSSM::smallestVisiblePixelSize = "25"; $pref::Reflect::frameLimitMS = "0"; $pref::Reflect::refractTexScale = "1"; $Pref::Server::AdminPassword = ""; $Pref::Server::BanTime = 1800; $Pref::Server::ConnectionError = "You do not have the correct version of the FPS starter kit or the related art needed to play on this server, please contact the server operator for more information."; $Pref::Server::FloodProtectionEnabled = 1; $Pref::Server::Info = "This is a Torque 3D server."; $Pref::Server::KickBanTime = 300; $Pref::Server::MaxChatLen = 120; $Pref::Server::MaxPlayers = 64; $Pref::Server::Name = "Torque 3D Server"; $Pref::Server::Password = ""; $Pref::Server::Port = 28000; $Pref::Server::RegionMask = 2; $Pref::Server::TimeLimit = 20; $pref::SFX::autoDetect = 0; $pref::SFX::bitrate = 32; $pref::SFX::channelVolume1 = 1; $pref::SFX::channelVolume2 = 1; $pref::SFX::channelVolume3 = 1; $pref::SFX::channelVolume4 = 1; $pref::SFX::channelVolume5 = 1; $pref::SFX::channelVolume6 = 1; $pref::SFX::channelVolume7 = 1; $pref::SFX::channelVolume8 = 1; $pref::SFX::device = "Speakers (Realtek High Definition Audio)"; $pref::SFX::frequency = 44100; $pref::SFX::masterVolume = 0.8; $pref::SFX::maxSoftwareBuffers = 16; $pref::SFX::provider = "DirectSound"; $pref::SFX::useHardware = "0"; $pref::Shadows::disable = "0"; $pref::shadows::filterMode = "SoftShadowHighQuality"; $pref::Shadows::textureScalar = "2"; $pref::Terrain::detailScale = "1"; $pref::Terrain::lodScale = "0.75"; $pref::TS::detailAdjust = "1.5"; $pref::TS::maxInstancingVerts = "200"; $pref::TS::skipLoadDLs = "0"; $pref::TS::skipRenderDLs = "0"; $pref::TS::smallestVisiblePixelSize = "-1"; $pref::TSShapeConstructor::CapsuleShapePath = "core/art/shapes/unit_capsule.dts"; $pref::TSShapeConstructor::CubeShapePath = "core/art/shapes/unit_cube.dts"; $pref::TSShapeConstructor::SphereShapePath = "core/art/shapes/unit_sphere.dts"; $pref::Video::autoDetect = 0; $pref::Video::borderless = "0"; $pref::Video::canvasSize = "210 56"; $pref::Video::defaultAnisotropy = "4"; $pref::Video::defaultFenceCount = 0; $pref::Video::disableCubemapping = 0; $pref::Video::disableHardwareAA = 1; $pref::Video::disableNormalMapping = "0"; $pref::Video::disableParallaxMapping = "0"; $pref::Video::disablePixSpecular = "0"; $pref::Video::disableVerticalSync = "1"; $pref::Video::displayDevice = "D3D9"; $pref::Video::displayOutputDevice = "\\\\.\\DISPLAY1"; $pref::Video::forcedPixVersion = "-1"; $pref::Video::Gamma = "1"; $pref::Video::missingTexturePath = "core/art/missingTexture"; $pref::Video::mode = "2560 1440 true 32 60 0"; $Pref::Video::ProfilePath = "core/profile"; $pref::Video::screenShotFormat = "PNG"; $pref::Video::screenShotSession = 0; $pref::Video::textureReductionLevel = "0"; $pref::Video::unavailableTexturePath = "core/art/unavailable"; $pref::Video::warningTexturePath = "core/art/warnmat"; $pref::Water::disableTrueReflections = "0"; $pref::windEffectRadius = "25"; $pref::WorldEditor::cameraFOV = "75"; $Pref::WorldEditor::FileSpec = "Torque Mission Files (*.mis)|*.mis|All Files (*.*)|*.*|"; $Pref::WorldEditor::LastPath = "C:/Users/maxkarlmiller/Documents/BeamNG-Techdemo-v2"; $pref::WorldEditor::visibleDistanceScale = "1"; torque3d.log (had to put it on pastebin since the editor said "error to many characters," or something like that.)